The Gamification Revolution audiobook cover - How Leaders Leverage Game Mechanics to Crush the Competition

The Gamification Revolution

How Leaders Leverage Game Mechanics to Crush the Competition

Gabe Zichermann and Joselin Linder

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The Gamification Revolution
Core Principles+
Customer Engagement+
Strategic Planning+
Employee Motivation+
Driving Innovation+
Recruitment & Training+
Social Media Synergy+

Quiz — Test Your Understanding

Question 1 of 8
What is the fundamental mechanism behind how gamification works in a business context?
  • A. By offering large monetary rewards for simple, repetitive tasks
  • B. By leveraging behavioral economics and design elements like points and leaderboards
  • C. By replacing traditional products entirely with video games
  • D. By forcing employees to play board games during their breaks
Question 2 of 8
Why did car companies like Ford and Nissan introduce gamified dashboard displays in their vehicles?
  • A. To teach older drivers how to use modern GPS technology
  • B. To comply with new government regulations on digital interfaces and safety
  • C. To engage young people who increasingly prefer public transit and smartphones
  • D. To distract drivers from the rising cost of gasoline
Question 3 of 8
How did the bond company PIMCO successfully predict the collapse of Lehman Brothers?
  • A. Through a 32-day Alternate Reality Game about a global oil shortage
  • B. By utilizing gamestorming techniques like the 3-12-2 game
  • C. By creating an internal stock market for employee ideas
  • D. By using scenario planning to assess possible outcomes step-by-step
Question 4 of 8
What was the primary psychological benefit of Target's 'checkout game' for its cashiers?
  • A. It provided a sense of agency and control over a repetitive task
  • B. It offered significant financial bonuses for the fastest workers
  • C. It allowed cashiers to compete against customers for store discounts
  • D. It distracted them from the physical pain of standing all day
Question 5 of 8
How did the UK's Department for Work and Pensions (DWP) use gamification to save $16 million?
  • A. They replaced their HR department with an automated video game system
  • B. They created 'Idea Street,' an internal stock market game where employees use virtual currency to support proposals
  • C. They hosted a global architecture competition to redesign their headquarters for better efficiency
  • D. They gave employees 20 percent of their work time to play Xbox, reducing burnout and turnover
Question 6 of 8
What was the main advantage of Google using a complex math puzzle on a billboard for recruitment?
  • A. It generated viral media attention that temporarily boosted Google's stock price
  • B. It proved that gamification could be used for offline marketing in Silicon Valley
  • C. It naturally attracted ideal candidates and filtered out unfit ones without the need for headhunters
  • D. It served as a training module for new hires in the engineering department
Question 7 of 8
How did the pharmaceutical company Daiichi Sankyo make learning complicated scientific details more effective for its sales force?
  • A. By giving them a 'critter-killer game' where they learned facts in exchange for points and ammunition
  • B. By having them run on original tracks to build camaraderie and learn company history
  • C. By simulating a system meltdown scenario where they had to negotiate with clients
  • D. By rewarding them with badges for checking into different hospitals
Question 8 of 8
According to the book, why did Foursquare succeed while its predecessor, Dodgeball, shut down?
  • A. Foursquare had better GPS technology for checking into remote locations
  • B. Foursquare gamified check-ins with badges and titles like 'mayor,' encouraging continuous sharing
  • C. Dodgeball charged a high subscription fee, whereas Foursquare was entirely free
  • D. Dodgeball failed to integrate with Facebook and Twitter

The Gamification Revolution — Full Chapter Overview

The Gamification Revolution Summary & Overview

The Gamification Revolution shows us why games are the answer to many of contemporary business’s major problems. From engaging customers in the age of social media, to inspiring employees to be more innovative, every business needs to add a little game play to its arsenal.

Who Should Listen to The Gamification Revolution?

  • Managers and entrepreneurs
  • Anyone interested in consumer psychology
  • Anyone who wants to improve their business by turning it into a game

About the Author: Gabe Zichermann and Joselin Linder

Gabe Zichermann is the CEO of Gamification Co and Dopamine. He’s a leading figure in the gamification industry, and has written several successful books on business, including Gamification by Design.

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